Dream Body: In Questing Country, everyone has the body they feel they need to have for their role. This allows an age, gender, and/or species swap to one idealized form.
Spirit Animal/Familiar: an advice-dispensing animal companion that accompanies champions and oracles. Adversaries who take this skill will still find that their companion occasionally becomes a duplicate of them and stirs up trouble.
True Bond: Bonded can share physical health (healing opne another’s wounds), mental resiliency (breaking, resisting, or transferring enchantments and status effects), magical power (mana pool), & supernatural insight (visionary or magical senses of any kind). Their familiars & spirit animals (if they take this skill) may combine into a larger creature called a volksgeist, often used as a mount or battle companion. When you take this skill, you must indicate who you are Bonded with, and they must take this skill as well to have any lasting effect after the jaunt.
Pillar Resistance; A Pillar is about 95% resistant to all magical effects. Anyone with this skill may not take Archetypal Magic or Spirit Animal.
Archetypal Champion Magic: Champions know roughly half a dozen powerful, flashy, splashy effects that they can use to attack enemies, deflect attacks, or which aid them outside of combat. Champion magic is always accompanied by some visual or audio effect. The majority of these effects must tie into a Champion’s archetype. Champion magic is powerful, but often sloppy and obvious, not likely to allow for gentle or indirect handling of a situation unless very carefully employed.
Archetypal Oracular Knowledge: supernatural visionary knowledge of an archetype. An Oracle is an expert on all lore connected to their archetype, whether its literal embodiment or its metaphorical resonance. They can sense its presence, absence, power, or direction. If they are shown or come in direct contact with something that matches their archetype, they can rapidly educate themselves on all relevant details about it, even if there is no source for that information. Finally, Oracles have visions about any events which involve their archetype, and may also have dreams or visions (but no other expertise) about any Bonded partners they have.
Archetypal Adversary Magic: Adversary magic is low-key and precise, often unseen. it can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. like Champions, Adversaries should select roughly half a dozen such effects, focused on stealth, manipulation, and escape.
Dreamcatching: breaking down inert Liminal substance to become usable energy, powering devices or refilling mana. Outside of Liminal Spaces, this may be done to less effect by siphoning the dreams of sleeping individuals.
Elven Racial Traits: keen sight and hearing, agility, lack of stamina, health, and willpower.
Hecatite Racial Traits: mineral composition, easily overwhelmed by sound, metabolic control, crystal growing, bludgeoning vulnerability, high intellect, low stamina.
Vodyanoi Racial Traits: hydrokinesis (up to the amount of water they could reasonably carry), finned ears, shining, smooth scales, amphibious, water-breathing, natural timidity, low physical strength.
Spartoi Racial Traits: quick temper, berserker tendencies, bone spurs and scales, high strength and durability, more militant than intellectual.
Genre Savvy: the knowledge of narrative structure and tendencies needed to predict the typical paths and variations of stories, dreams, plots, and character types.
At the end of August, due to long exposure to the energies of Questing Country, all characters will be eligible for one free Liminal or Telepathic Skill or one Skill from this Jaunt.
Skills (updated)
Spirit Animal/Familiar: an advice-dispensing animal companion that accompanies champions and oracles. Adversaries who take this skill will still find that their companion occasionally becomes a duplicate of them and stirs up trouble.
True Bond: Bonded can share physical health (healing opne another’s wounds), mental resiliency (breaking, resisting, or transferring enchantments and status effects), magical power (mana pool), & supernatural insight (visionary or magical senses of any kind). Their familiars & spirit animals (if they take this skill) may combine into a larger creature called a volksgeist, often used as a mount or battle companion. When you take this skill, you must indicate who you are Bonded with, and they must take this skill as well to have any lasting effect after the jaunt.
Pillar Resistance; A Pillar is about 95% resistant to all magical effects. Anyone with this skill may not take Archetypal Magic or Spirit Animal.
Archetypal Champion Magic: Champions know roughly half a dozen powerful, flashy, splashy effects that they can use to attack enemies, deflect attacks, or which aid them outside of combat. Champion magic is always accompanied by some visual or audio effect. The majority of these effects must tie into a Champion’s archetype. Champion magic is powerful, but often sloppy and obvious, not likely to allow for gentle or indirect handling of a situation unless very carefully employed.
Archetypal Oracular Knowledge: supernatural visionary knowledge of an archetype. An Oracle is an expert on all lore connected to their archetype, whether its literal embodiment or its metaphorical resonance. They can sense its presence, absence, power, or direction. If they are shown or come in direct contact with something that matches their archetype, they can rapidly educate themselves on all relevant details about it, even if there is no source for that information. Finally, Oracles have visions about any events which involve their archetype, and may also have dreams or visions (but no other expertise) about any Bonded partners they have.
Archetypal Adversary Magic: Adversary magic is low-key and precise, often unseen. it can never directly counter or overpower Champion magic, but can evade notice, slip through loopholes, and exploit vulnerabilities. like Champions, Adversaries should select roughly half a dozen such effects, focused on stealth, manipulation, and escape.
Dreamcatching: breaking down inert Liminal substance to become usable energy, powering devices or refilling mana. Outside of Liminal Spaces, this may be done to less effect by siphoning the dreams of sleeping individuals.
Gorgon Racial Traits: prehensile tentacle hair, brightly colored skin, darkvision, vibration and electromagnetic field sensing, calcifying touch/breath; light sensitivity, poor long-range vision, antisocial tendencies.
Elven Racial Traits: keen sight and hearing, agility, lack of stamina, health, and willpower.
Hecatite Racial Traits: mineral composition, easily overwhelmed by sound, metabolic control, crystal growing, bludgeoning vulnerability, high intellect, low stamina.
Vodyanoi Racial Traits: hydrokinesis (up to the amount of water they could reasonably carry), finned ears, shining, smooth scales, amphibious, water-breathing, natural timidity, low physical strength.
Spartoi Racial Traits: quick temper, berserker tendencies, bone spurs and scales, high strength and durability, more militant than intellectual.
Genre Savvy: the knowledge of narrative structure and tendencies needed to predict the typical paths and variations of stories, dreams, plots, and character types.
At the end of August, due to long exposure to the energies of Questing Country, all characters will be eligible for one free Liminal or Telepathic Skill or one Skill from this Jaunt.